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Is there a "right" way to weigh available stats for fantasy games?
There is an abundance of systems 
used to evaluate stats for fantasy games around the web.  With 1 Point = 1 
Fantasy Point, I've seen the following systems being used:
 
                    
P   R   A   B   S    
TO    3ma  FGmi FT mi Sh. Bonus   
Sandbox 
98-99       1   2   2   
2   2    -1    1   
 0    0     Yes
Sandbox 
97-98       1   2   2   
2   2    -2    1   
 0    0     Yes
Hoopscity (Fantasy) 1  
 1   1   1   1    -2    
1    0    0     
No
Hoopscity 
(H-to-H)  1   1   1   1   
1    -1    0    0    
0     Yes   
Small 
World/CNN?    1   1.5 2   2.5 2.5  
-1    0    -0.5 -1    
No
NBA.com/ESPN        1   
1   1   1   1    -1    
0    -1   -1    No
 
This 
analysis       1   1   
*   1+  1.5+ -1.5- 0.75 -1   -0.5  No
 
* 1 < assist < 
2.25
 
So, is there a "right" way to weigh available stats 
for fantasy games?  Or at least, can we put some bounds on the acceptable 
values of the weights?  Or is it ok for everything to be completely 
arbitrary, and we should accept systems like Hoopscity's Fantasy where a TO 
counted for -2 but a steal for +1, or -1 and +2, respectively, in Sandbox 
98-99, and -1 and +2.5, respectively, in SmallWorld!?
 
An interesting example comes 
from the case of a player who is alone under the basket, but misses the 
layup.  Gets the rebound and misses again, and again, and then he is 
blocked in the 4th attempt.  Under the Sandbox system this player would 
get 6 FPs, for the 3 offensive rebounds (1 of which could be 
uncontested), with an adverse effect in the small FG% bonus (practically max 3) 
he could get.  In my book, this player should NOT get more points than had 
he made the basket the very first time (2 FPs under the Sandbox 
system)!  So we need a CONSISTENT system, and Sandbox and Hoopscity fall 
short in this category by default.
 
The same issues of fairness and 
consistency pertain to evaluating players for purposes other than fantasy 
games, although the limitations of currently kept stats are obvious since they 
do not include some measurable stats, like forced TOs, fouls against, 
participation in team rebounds and steals, points scored by opponent guarded etc 
(so there is much ground for improvement), as well as some that can not be 
measured, like helping on defense, placing picks on ofense, making plays and FTs 
when it counts etc.
 
Shooting % bonuses (as a 
substitute for made or missed FGs and FTs) are obviously absolutely arbitrary 
and therefore wrong.  They are just used to make systems "fancy", and 
besides being arbtrary they are sometimes grossly abused (as by 
Sandbox that gives some bonus for 5/11 but not for 5/5 
shooting).
 
The way to approach this problem 
is to relate each statistical category to a common "quantity", and a couple 
of convenient ones are "ball possession" and "point 
scored".
 
 
1) MISSED FGs and OFFENSIVE 
REBOUNDS
The observed ratio of defensive 
to offensive rebounds is approximately 2:1.  Hence, ignoring the balls that 
end out-of-bounds without being rebounded, possession after about 1 out of 3 
missed FGs is renewed by an offensive rebound.  Hence
 
offensive rebound = 
|missed FG| = 2/3 possession
 
Note: the "absolute value" is 
used because a missed FG has a negative value.
 
2) REBOUNDS
Although, in general, an 
offensive rebound is about twice more difficult to win and it is considered more 
important than a defensive one, in terms of possessions they are equally 
important.  Also, offensive rebounds after blocks or airballs give 
possessions with limited time left, so there are factors acting in opposite 
directions.  Hence, given that they are often lumped together in stat 
sheets, we assume that 
 
rebound = defensive rebound = 
offensive rebound
 
3) STEALS and TOs
TOs may occur from offensive 
fouls, or passes out-of-bounds, which generally mean just a loss of 
possession.  On the other hand, they may result from steals that may lead 
to a fast-break, but this does not show on the stats sheet.  On the other 
hand some TOs may not really be the player's fault, as in the case of good 
passes (by all reasonable standards) that are not handled by players who should 
normally do so.  So again there are factors acting in opposite dirctions, 
but in generally a TO should have at least the value of a possession.  
Steals should have at least the value of a TO, since the ball always is in play 
(not out-of-bounds), so the chances for a fast-break are higher.  
Hence
 
steal = |TO| + x = possession + 
x + y
 
4) MADE FGS
A made FG constitutes loss of 
possession, hence
 
|made FG| = 
possession
 
5) FREETHROWS
A missed or made FT in the first 
attempt (when shooting two FTs) is immaterial as far as possession of the 
ball is concerned.  A missed or made FT in the last attempt is treated 
as a missed of made FG.  It is assumed that half the missed or made FTs are 
on the last attempt and half on the first.  The effects of single and 
triple FTs are ignored since they are relatively few and impossible to get from 
usual stat sheets.  Hence 
 
|made FT| = 1/2 |made 
FG|
 
|missed FT| = 1/2 |missed 
FG|
 
6) POINTS 
SCORED
The average point 
output is about 0.85 (~ 6/7) points scored per ball possession (taking into 
account turnovers).
 
6/7 points = 1 
possession
 
Note that up to this point MADE 
FGs and FTs have NEGATIVE value because they constitute loss of 
possession.  We will later lump this value with that of points 
scored.
 
7) ASSISTS
An assist assures that the 
output of a possession is at least 2 points instead of the average 6/7.  
Hence its additive value should be 2 - 6/7 = 8/7 points for 2p FGs and 3 - 6/7 = 
15/7 points for 3p FGs.  Assuming that the ratio of assisted 3p FGs to 
assisted FGs is the same with the ratio of total made 3p FGs to 
total made FGs, let's say 15% (ranges between about 10% -e.g. Spurs- and 
20% -e.g. Rockets-), the average value of an assist is about 9/7 (8 x 0.85 + 15 
x 0.15 = 9.05) of a point.  The 
question is, should all this additive value be awarded to the passer?  I'm 
not positive about that.  Hence
 
assist = 9/7 points - 
z
 
Since at least half of the 
additive value of the assist should be credited to the passer, z is bound 
between 0 and 1/2 assists.
 
8) BLOCKS
I think that blocks are the most 
difficult stat to assign a value to.  To begin with, we have the 
intimidation factor that forces offenses away of ordinary plays.  But 
setting that aside, for the moment, let's examine the value of a block made not 
by a career blocker (e.g. Mutombo), but by any player (e.g. Kerr).  We can 
assume that by those blocks that do not end out-of-bounds, defense wins about 
2/3 (similar to rebounds),  However often the blocked player has an 
advantage.  Hence, the net value of the block would be
 
block = 2/3 possession - 
w1
 
Including the intimidation 
factor and the "changed shots" that are often caused by blockers, we end up with 
a rough estimate of
 
block = 2/3 possession - w1 + w2 
= 2/3 possession + w
 
w is highly 
arbitrary
 
9) FANTASY POINTS
Assigning a base value 
of
 
1 point = 7 fantasy points 
(FP)
 
in order to have all stats in 
integer form, we get:
 
FP      
Stat
 
9-z     assist (0< z < 4.5)
7       point
6+x+y   
steal
(6       possession)
4+w     
block
4       rebound
-2      
missed FT
-3      
made FT
-4      
missed FG
-6      
made FG
-(6+y)  TO
 
10) LUMPING PENALTYS FOR MADE 
FGs AND FTs WITH POINTS SCORED
The negative value of MADE FGs 
and FTs (cince they result in lost ball possessions) is balanced by the high 
value of points.  If we lump all of them together to avoid the 
unconventional subtraction of points for made FGs and FTs, we have:
 
2p shots = 2 x 7 - 6 = 8 FP, or 
1 point = 4 FP (same for FTs under the assumptions mentioned in Section 
5)
 
Using the value of 1 point = 4 
FP, we examine 3-p shots:
 
3p shots = 3 x 7 - 6 = 15 FP = 3 
x 4 + [extra value of 3-p shot = 3]
 
This shows that there is a 
THEORETICALLY derived extra value to made 3-pointers when made FGs are not 
accounted in the stats! :-)
 
Hence, the above system can be 
rewritten as
 
9-z     assist (0 < z < 
4.5)
6+x+y   
steal
4+w     
block
4       rebound
4       point
3       made 3
-2      
missed FT
-4      
missed FG
-6-y    TO
 
11) SCALING
If we divide everything by 4 to get to the usual 1 point = 1 FP, 
we get (using the same letter symbols for convenience):
 
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@  2.25-z     assist (0 < z 
< 2.25/2) @
@  1.50+x+y   
steal                   
@
@  1.00+w     
block                  
 @
@  1          
rebound                
 @
@  1          
point                  
 @
@  0.75       made 
3                 
 @ 
@ -0.50       missed 
FT              
 @
@ -1.00       missed 
FG              
 @
@ -1.50-y     
TO                      
@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
 
12) EXAMPLE
The values of x, y, z, and w are SOMEWHAT arbitrary.  I'm 
sure that a more thorough analysis could derive more narrow bounds for them, as 
well as an upper bound for x+y (and the value of a steal).  Some good 
choices, in my opinion, are:
 
x = 0.5 (steals always occur in bounds and lead to fast-breaks 
more often that TOs)
y = 0.5 (some TOs lead to fast-breaks, others are offensive 
fouls etc)
z = 0.25 (this arbitrarily assigns 8/9 of the additive value of 
an assist to the passer, and the rest 1/9 -unclaimed- to the recipient of the 
pass)
w = 1.5 (highly arbitrary)
 
resulting in
 
 2.5      block (1 =< 
block)
 2.5      steal (1.5 =< |TO| 
=< steal)
 2        assist (1.125 =< 
assist =< 2.5)
 1        rebound
 1        point 
 0.75     3 made
-0.5      FT missed
-1        FG missed
-2        TO (1.5 =< |TO| =< 
steal)
 
13) COMPARISON WITH SYSTEMS USED
It compares quite well with most of the systems, which is a 
strong indication that the above "theoretical" analysis is close to the 
practical considerations probably used to develop these systems.
 
The closest system is the one used by Small World.  However 
it fall shorts in:
 
1) Not assigning a value to 3s made
2) Reversing the penalties for missed FTs (-1) and FGs 
(-0.5)
3) Setting the penalty for TOs (-1) a too low
4) Setting the value for a rebound (2) too high
 
14) GRADING THE STAT SYSTEMS
SANDBOX 
It does well in Assists, Blocks, Steals, TOs (assuming they 
wanted to use only integers), and 3s.  It gives too much weight in 
rebounds, no weight in missed FGs and FTs, and uses a shooting bonus (which 
is extremely poorly designed, as a matter of fact).  GRADE 5/10.
 
HOOPSCITY (FANTASY)
Does well in Rebounds, Assists (also assuming they used integers 
only), Blocks, TOs, 3s, and they avoid shooting bonuses.  But it gives 
too low weight in steals (lower than TOs!) and no weight in missed FGs and 
FTs.  GRADE 7/10.
 
HOOPSCITY (HEAD-TO-HEAD)
Same as Hoopscity Fantasy, but no 3s and they use bonuses.  
GRADE 5.5/10.
 
SMALL WORLD
The best system available in my opinion (analyzed in the 
previous section).  Does very well in not avoiding half points.  
GRADE 8/10.
 
NBA.COM
Another very good system, a close 2nd.  Under the luxury of 
the integer system they use, they fall short only in not including 3s 
made.  GRADE 8/10.
 
June 8, 1999 
SA (all rights reserved :-) )